#pragma once

class myIDirect3DDevice9 : public IDirect3DDevice9
{
public:
    myIDirect3DDevice9(IDirect3DDevice9* pOriginal, HWND hWnd);
    virtual ~myIDirect3DDevice9(void);

    // START: The original DX9 function definitions
    HRESULT __stdcall QueryInterface (REFIID riid, void** ppvObj);
    ULONG   __stdcall AddRef(void);
    ULONG   __stdcall Release(void);
    HRESULT __stdcall TestCooperativeLevel(void);
    UINT    __stdcall GetAvailableTextureMem(void);
    HRESULT __stdcall EvictManagedResources(void);
    HRESULT __stdcall GetDirect3D(IDirect3D9** ppD3D9);
    HRESULT __stdcall GetDeviceCaps(D3DCAPS9* pCaps);
    HRESULT __stdcall GetDisplayMode(UINT iSwapChain,D3DDISPLAYMODE* pMode);
    HRESULT __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters);
    HRESULT __stdcall SetCursorProperties(UINT XHotSpot,UINT YHotSpot,IDirect3DSurface9* pCursorBitmap);
    void    __stdcall SetCursorPosition(int X,int Y,DWORD Flags);
    BOOL    __stdcall ShowCursor(BOOL bShow);
    HRESULT __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain9** pSwapChain)  ;
    HRESULT __stdcall GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain);
    UINT    __stdcall GetNumberOfSwapChains(void);
    HRESULT __stdcall Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
    HRESULT __stdcall Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
    HRESULT __stdcall GetBackBuffer(UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer);
    HRESULT __stdcall GetRasterStatus(UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus);
    HRESULT __stdcall SetDialogBoxMode(BOOL bEnableDialogs);
    void    __stdcall SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
    void    __stdcall GetGammaRamp(UINT iSwapChain,D3DGAMMARAMP* pRamp);
    HRESULT __stdcall CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle);
    HRESULT __stdcall CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle);
    HRESULT __stdcall CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle);
    HRESULT __stdcall CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle);
    HRESULT __stdcall CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle);
    HRESULT __stdcall CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
    HRESULT __stdcall CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
    HRESULT __stdcall UpdateSurface(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint);
    HRESULT __stdcall UpdateTexture(IDirect3DBaseTexture9* pSourceTexture,IDirect3DBaseTexture9* pDestinationTexture);
    HRESULT __stdcall GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface);
    HRESULT __stdcall GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface);
    HRESULT __stdcall StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
    HRESULT __stdcall ColorFill(IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color);
    HRESULT __stdcall CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
    HRESULT __stdcall SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget);
    HRESULT __stdcall GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
    HRESULT __stdcall SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
    HRESULT __stdcall GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
    HRESULT __stdcall BeginScene(void);
    HRESULT __stdcall EndScene(void);
    HRESULT __stdcall Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);
    HRESULT __stdcall SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
    HRESULT __stdcall GetTransform(D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix);
    HRESULT __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
    HRESULT __stdcall SetViewport(CONST D3DVIEWPORT9* pViewport);
    HRESULT __stdcall GetViewport(D3DVIEWPORT9* pViewport);
    HRESULT __stdcall SetMaterial(CONST D3DMATERIAL9* pMaterial);
    HRESULT __stdcall GetMaterial(D3DMATERIAL9* pMaterial);
    HRESULT __stdcall SetLight(DWORD Index,CONST D3DLIGHT9* pLight);
    HRESULT __stdcall GetLight(DWORD Index,D3DLIGHT9* pLight);
    HRESULT __stdcall LightEnable(DWORD Index,BOOL Enable);
    HRESULT __stdcall GetLightEnable(DWORD Index,BOOL* pEnable);
    HRESULT __stdcall SetClipPlane(DWORD Index,CONST float* pPlane);
    HRESULT __stdcall GetClipPlane(DWORD Index,float* pPlane);
    HRESULT __stdcall SetRenderState(D3DRENDERSTATETYPE State,DWORD Value);
    HRESULT __stdcall GetRenderState(D3DRENDERSTATETYPE State,DWORD* pValue);
    HRESULT __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB);
    HRESULT __stdcall BeginStateBlock(void);
    HRESULT __stdcall EndStateBlock(IDirect3DStateBlock9** ppSB);
    HRESULT __stdcall SetClipStatus(CONST D3DCLIPSTATUS9* pClipStatus);
    HRESULT __stdcall GetClipStatus(D3DCLIPSTATUS9* pClipStatus);
    HRESULT __stdcall GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture);
    HRESULT __stdcall SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture);
    HRESULT __stdcall GetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue);
    HRESULT __stdcall SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
    HRESULT __stdcall GetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue);
    HRESULT __stdcall SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
    HRESULT __stdcall ValidateDevice(DWORD* pNumPasses);
    HRESULT __stdcall SetPaletteEntries(UINT PaletteNumber,CONST PALETTEENTRY* pEntries);
    HRESULT __stdcall GetPaletteEntries(UINT PaletteNumber,PALETTEENTRY* pEntries);
    HRESULT __stdcall SetCurrentTexturePalette(UINT PaletteNumber);
    HRESULT __stdcall GetCurrentTexturePalette(UINT *PaletteNumber);
    HRESULT __stdcall SetScissorRect(CONST RECT* pRect);
    HRESULT __stdcall GetScissorRect( RECT* pRect);
    HRESULT __stdcall SetSoftwareVertexProcessing(BOOL bSoftware);
    BOOL    __stdcall GetSoftwareVertexProcessing(void);
    HRESULT __stdcall SetNPatchMode(float nSegments);
    float   __stdcall GetNPatchMode(void);
    HRESULT __stdcall DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount);
    HRESULT __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
    HRESULT __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
    HRESULT __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
    HRESULT __stdcall ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags);
    HRESULT __stdcall CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl);
    HRESULT __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
    HRESULT __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl);
    HRESULT __stdcall SetFVF(DWORD FVF);
    HRESULT __stdcall GetFVF(DWORD* pFVF);
    HRESULT __stdcall CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader);
    HRESULT __stdcall SetVertexShader(IDirect3DVertexShader9* pShader);
    HRESULT __stdcall GetVertexShader(IDirect3DVertexShader9** ppShader);
    HRESULT __stdcall SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
    HRESULT __stdcall GetVertexShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount);
    HRESULT __stdcall SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
    HRESULT __stdcall GetVertexShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount);
    HRESULT __stdcall SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT  BoolCount);
    HRESULT __stdcall GetVertexShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount);
    HRESULT __stdcall SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
    HRESULT __stdcall GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride);
    HRESULT __stdcall SetStreamSourceFreq(UINT StreamNumber,UINT Divider);
    HRESULT __stdcall GetStreamSourceFreq(UINT StreamNumber,UINT* Divider);
    HRESULT __stdcall SetIndices(IDirect3DIndexBuffer9* pIndexData);
    HRESULT __stdcall GetIndices(IDirect3DIndexBuffer9** ppIndexData);
    HRESULT __stdcall CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader);
    HRESULT __stdcall SetPixelShader(IDirect3DPixelShader9* pShader);
    HRESULT __stdcall GetPixelShader(IDirect3DPixelShader9** ppShader);
    HRESULT __stdcall SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
    HRESULT __stdcall GetPixelShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount);
    HRESULT __stdcall SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
    HRESULT __stdcall GetPixelShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount);
    HRESULT __stdcall SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT  BoolCount);
    HRESULT __stdcall GetPixelShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount);
    HRESULT __stdcall DrawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo);
    HRESULT __stdcall DrawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo);
    HRESULT __stdcall DeletePatch(UINT Handle);
    HRESULT __stdcall CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
    // END: The original DX9 function definitions

private:
    IDirect3DDevice9 *m_pIDirect3DDevice9;
	HWND m_hWnd;
    
	// This is our test function
	void ShowWeAreHere(void);
};
